Blood Iron (3.5e Power)

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Author: Eiji-kun (talk)
Date Created: 4-2-10
Status: Complete
Editing: Clarity edits only please
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Blood Iron
Psychometabolism [Evil]
Level: Psion/Wilder 5
Display: Audible, Material
Manifesting Time: 1 standard action
Range: Touch
Target: One creature with blood, or one ferrous creature or unattended objects
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 9

The blood contains iron, it's what gives it its red color. It is not much, enough to fashion perhaps a small nail, but to have it extracted out of your body is simultaneously brutally agonizing, and fatal. With a touch, you drag all the iron out of a creature with blood, the metal collecting in the palm of your hand. The target falls down in helpless agony for 3 rounds, and then perishes. Only the immediately application of a heal, limited wish, wish, or miracle spell will restore the iron back within the body if cast before they die. Even afterward a successful recovery, they are rendered staggered for 1 minute afterward. A successful saving throw prevents the slow death, but deals 3d6 in nonlethal damage from the disruption of the iron within their bodies.

Against ferrous creatures or objects, such as an iron golem or a sword, the spell has a strange effect of weakening the structure as a whole. Ferrous creatures take an additional 5 points of damage from any attack, and metal objects have their hardness halved (minimum 1). Attended metal objects cannot be targeted.

Augment: For every 1 PP spent, the nonlethal damage taken on a successful save increases by 1d6 points of damage, and ferrous creatures take an additional point of damage per attack. For every 2 PP you spend augmenting, this power’s save DC increases by 1.

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Eiji-kun's Homebrew (5598 Articles)
AuthorEiji-kun +
DescriptorEvil +
DisciplinePsychometabolism +
Identifier3.5e Power +
LevelPsion/Wilder 5 +
RatingUnrated +
SummaryDrag out all the iron in their blood, a particularly painful way to go. +
TitleBlood Iron +